Author Topic: [OXCE][TC] United Nations Extraterrestrial Combat Command | v0.11.0  (Read 110413 times)

Offline BlackStaff

  • Colonel
  • ****
  • Posts: 336
    • View Profile
Re: [OXCE][TC] United Nations Extraterrestrial Combat Command | v0.9.3
« Reply #165 on: June 30, 2022, 07:45:33 pm »
The game starts on 01/10/1972!
It is a SUNDAY!
So in the "Vars" file you need :
startingTime:
  weekday: 1


« Last Edit: June 30, 2022, 07:53:31 pm by BlackStaff »

Offline efrenespartano

  • Moderator
  • Commander
  • ***
  • Posts: 765
  • I know a lot about the law and other lawyerings.
    • View Profile
Re: [OXCE][TC] United Nations Extraterrestrial Combat Command | v0.9.3
« Reply #166 on: June 30, 2022, 09:19:50 pm »
Sunday too? Hahaha what a coincidence here and Bureau 11 start on Sunday.

Thanks for the report!

Offline efrenespartano

  • Moderator
  • Commander
  • ***
  • Posts: 765
  • I know a lot about the law and other lawyerings.
    • View Profile
Re: [OXCE][TC] United Nations Extraterrestrial Combat Command | v0.11.0
« Reply #167 on: May 02, 2023, 03:10:56 am »
A new update is ready now.

UNEXCOM v0.11.0 Echoes and Whispers is alive now!

What's new in this update?

Code: [Select]
1-May-2023: v0.11.0 Echoes and Whispers
Changes made:
*Updated to OXCE v7.9
*Improved and expanded Russian translation, by wolwerin
*Reworked Plasma tech tree, existing Human Plasma guns are deleted and new Plasma weapons are now available to Faction selection. Alien Plasma Weapons research project now includes Armored Engineers too
*Added new Plasma weapons, by Filip-H, The Reaver of Darkness, BlondeKnight and efrenespartano
# UN
- XP-3 Peacebringer Hybrid Plasma
# USA
- XM-590 Plasma Battle Rifle
- X-80 Plasma Stormgun
- FGM-77 Dragon Guided Munitions Launcher
# NATO
- MAS-73 E1 Plasma Carbine
- Enfield APEX Plasma Pistol
- Walther L/Pl-SG 200 Sniper Plasma
# USSR
- APVCh Plasma Assault Rifle
- PShAB Plasma PDW
- PPCh Plasma MG
*Added new Specialized Weapons to On Our Own path, sprites by wolwerin & Brain_322
- Burya EMR
- Hurrikan Egewehr
*Changed all definitions of STR_CYDONIA_DEP to STR_COMMANDER_PLUS, to avoid softlocking on the final mission
*Added more lore reports, written by Filip-H
*Bear Riot Armor now requires it's own wreck to fix, not XM-72 wreck, by Fegelein
*Delta EOD's MG3 now has LMG fire modes, suggested by eclecticbibliophile
*Hyperwave Encoder now appears in Alien Fort Underground stage
*Added Troop Lander and Large Scout to Allied Operations
*Alloy Autocannon now grants LMG and Artillery commendations, suggested by eclecticbibliophile

This Major update replaces all the former human Plasma tech tree (designed and drawn by the great KingMob4313  for Equal Terms) to stuff designed and implemented by our team. Hopefully, the micromanagment is reduced. Also, an important lore addition was added to bring UNEXCOM closer to the prequel, UNEXCOM: Bureau 11. Lore reports and updated weapons of those field in the Secret Crisis in 1961 provide a link to both elements of the UNEXCOM canon.

Offline GumChewer

  • Sergeant
  • **
  • Posts: 45
    • View Profile
Re: [OXCE][TC] United Nations Extraterrestrial Combat Command | v0.11.0
« Reply #168 on: August 22, 2023, 02:08:25 pm »
Hi, and thanks! I enjoy Unexcom it a lot.
Is there any further background music/sound recommendation apart from the submod/soundtrack?

Offline GumChewer

  • Sergeant
  • **
  • Posts: 45
    • View Profile
Re: [OXCE][TC] United Nations Extraterrestrial Combat Command | v0.11.0
« Reply #169 on: August 22, 2023, 02:09:45 pm »
How about an item categories for prisoners and corpses? Or preferable two separate categories.
No big work, I already did that for myself so I could post a patch, open a pull-request or similar.

Offline efrenespartano

  • Moderator
  • Commander
  • ***
  • Posts: 765
  • I know a lot about the law and other lawyerings.
    • View Profile
Re: [OXCE][TC] United Nations Extraterrestrial Combat Command | v0.11.0
« Reply #170 on: January 23, 2024, 05:35:22 am »
Hi, and thanks! I enjoy Unexcom it a lot.
Is there any further background music/sound recommendation apart from the submod/soundtrack?

Hey there! Glad you are enjoying the mod. Unfortunately, just the 'Nam themed soundtrack.

How about an item categories for prisoners and corpses? Or preferable two separate categories.
No big work, I already did that for myself so I could post a patch, open a pull-request or similar.

Open a pull request at the WIP UNEXCOM GitHub repo
We are currently working on a balance pass here, feel free to contribute!

Offline GumChewer

  • Sergeant
  • **
  • Posts: 45
    • View Profile
Re: [OXCE][TC] United Nations Extraterrestrial Combat Command | v0.11.0
« Reply #171 on: January 29, 2024, 08:26:05 pm »
Open a pull request at the WIP UNEXCOM GitHub repo

I have opened a pull request for the prisoners item category, it is the newest. My Github username is the same.
If possible, please consider also the others pull request I have opened.

I played about five campaigns with these changes on some version between 0.10 and 0.11, looke at the diff to 0.11.2, rebased and checked two times.
But I did not test on 0.11.2, it misses too many graphics for me to fix to get OXCE to start it.

Sorry for the delay too.

--- posts merged ---

We are currently working on a balance pass here, feel free to contribute!

Unfortunately, I probably cannot contribute much there. I have not actually played any Xcom for some time, just no free time for me to spare.

Also, thanks for the invitation to the discord (in the TGWotW thread)! I have to check when I can handle that.
« Last Edit: January 30, 2024, 10:31:33 am by Solarius Scorch »

Offline Bonakva

  • Colonel
  • ****
  • Posts: 197
    • View Profile
Re: [OXCE][TC] United Nations Extraterrestrial Combat Command | v0.11.0
« Reply #172 on: April 07, 2024, 03:42:47 am »
Can you tell me how to get this mod to work? https://openxcom.org/forum/index.php/topic,10723.0.html
I've tried editing the files in "Language" similarly, but it doesn't work

Offline Peteruta

  • Sergeant
  • **
  • Posts: 16
  • Riesige gepanzerte Raumschiffe
    • View Profile
Re: [OXCE][TC] United Nations Extraterrestrial Combat Command | v0.11.0
« Reply #173 on: April 07, 2024, 06:45:04 pm »
Got the same proplem. When i install Oxce 7.12 there is no user directory with the mods directory in it. When i create i by my own sometimes it woeks... Actually it dosnt work.
By the way, nice game;)

Offline Peteruta

  • Sergeant
  • **
  • Posts: 16
  • Riesige gepanzerte Raumschiffe
    • View Profile
Re: [OXCE][TC] United Nations Extraterrestrial Combat Command | v0.11.0
« Reply #174 on: April 12, 2024, 08:35:16 pm »


You don't need to do ANYTHING manually.

Just go to Options > Folders and click on the displayed "user folder" to open it.

That's it.

* click here.png (40.79 kB, 642x427 - viewed 7 times.)
« Last Edit: April 11, 2024, 09:52:28 pm by Meridian »

Offline Cristao

  • Colonel
  • ****
  • Posts: 407
    • View Profile
Re: [OXCE][TC] United Nations Extraterrestrial Combat Command | v0.11.0
« Reply #175 on: July 25, 2024, 03:15:15 pm »
It has been a while. Time to have another playthrough!

Offline efrenespartano

  • Moderator
  • Commander
  • ***
  • Posts: 765
  • I know a lot about the law and other lawyerings.
    • View Profile
Re: [OXCE][TC] United Nations Extraterrestrial Combat Command | v0.11.0
« Reply #176 on: August 04, 2024, 10:25:37 am »
Oh my, I forgot to update this place hah.

A new update is ready now. (since like three months ago)

UNEXCOM v1.2 Echoes and Whispers is alive now!

What's new in this update?

Code: [Select]
30-May-2024: v1.2 Echoes and Whispers
Changes made:
* Improved and expanded Russian translation, by wolwerin
* Rebalanced CALBR, by wolverin
* Rebalanced armor penetration values. Laser does 50% damage to armor, Plasma and Fusion does 60%, by efrenespartano
* Rebalanced Human Plasma weapons (decreased TU costs and accuracy dropoff), by efrenespartano
* Change the USSR plasma weapons hitanimation to blue, the vapor trail is that color, by GumChewer1980
* Reduced alien mech units armor values, by efrenespartano
* Modified M24 Hind with additional ammunition and height by 1 easier to shoot, by Kiro Xei
* Adding new vehicles: Cargo Truck Convoy; Cargo Truck Trailer, by Kiro Xei
* Reduce training room to 15; and modified storage space to 5 for living quarters, by Kiro Xei
* Set terrorist live alien to false, as these humans can be captured (Test), by Kiro Xei
* All units including infantry, vehicles and others will have equipped with special weapon: Melee Attack. Tanks will now perform dangerous driving tactics, by Kiro Xei
* Shuttle map fixed including MCD, by Kiro Xei
* Shotgun slugs do 50% damage to armor, Shells pellet spread improved to 80% (was 50%)
* Rebalanced Alien Retaliation races (reduced chance of Ethereals and Mutons early retaliation, increased chance of Sectoids and Floaters), suggested Brother^2
* Remove specialWeapons: STR_UNARMED_UNIFORM from UNEXCOM armors, by GumChewer1980
* Added Corpses/Prisoners item category, by GumChewer1980
* Fixed various yaml indent errors, by GumChewer1980
* Misc. fixes, e.g., inventory sizes of items, by GumChewer1980
* Tanks are forbidden on Hijacked Plane Assault missions, by efrenespartano
* Enabled hireByLocation on all soldiers, by efrenespartano
* Added Strafing Run Flare, by efrenespartano
* Fixed hole in the stairs, reported by Alligator

A major balance pass and finally we dared to release this under the "v1" banner. It was quite a long time since this mod could be played from beginning to end, anyway.

Can you tell me how to get this mod to work? https://openxcom.org/forum/index.php/topic,10723.0.html
I've tried editing the files in "Language" similarly, but it doesn't work

If I understand it correctly, you just need to change the metadata.yml file and write "master: UNEXCOM" instead of "master: 40k" in order to get it working.

It has been a while. Time to have another playthrough!

So nice! Hope you find something of your liking again, Cristao!